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Here's my take:
>RB's battle system
>GS's level curve and Pokemon distribution
>RSE's number of water routes
>D/P's speed and reliance on HMs
>BW's level requirements for evolution
>XY's postgame, and Team Flare-tier villains
>Sun/Moon cutscene scripting (take a few steps, abruptly stop, slowly turn, take a few steps, stop, etc)
>Some new gimmick that's only used by Kanto Pokemon (like regional variants)
>1/4 of the new Pokemon are legendaries and mythicals
>The pseudo is a garishly pink Fairy/Steel-type. Evolves starting at Level 50 during a specific weather on the overworld (so you can't cheat and use a move), and again at Level 65 through some new gimmick
>The new Pokemon that don't evolve by level-up all require trading while holding specific items you don't get until late or even postgame
>No Move Tutors, except for obligatory Hyper Beam clones/Pledges/Draco Meteor/event moves